#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aNormal; out vec3 FragPos; out vec3 Normal; out vec3 LightPos; uniform vec3 lightPos; // we now define the uniform in the vertex shader and pass the 'view space' lightpos to the fragment shader. lightPos is currently in world space. uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); FragPos = vec3(view * model * vec4(aPos, 1.0)); Normal = mat3(transpose(inverse(view * model))) * aNormal; LightPos = vec3(view * vec4(lightPos, 1.0)); // Transform world-space light position to view-space light position }